Primary Magic: Shepard of the lost, harrowSecondary Magic: NACaster or Holder: CasterDescription: This magic is not intended for everyone. For not all are able to bear the patience and responsibility that is looking over those who look up to you for help, protection. Not to mention the knowledge needed for the main type of this magic to utilize, the energy of spirits. This is the role of a mage who has this magic, a shepherd to guide or help those who travel with them. The importance of the idea behind this makes this a well respected magic. But is considered rare due to the high risk of death that accompanies this magic of constantly being thrown into the fray, and as such most users are not expected to live to old age.

The harrow variant of this magic comes from a cult who believed in three virtues; Salvation through sacrifice, redemption through vengeance, ascension through defiance. The mages in this cult practice a more harmful style of SOTL, by hurting themselves voluntarily they are able to maintain damage, survivability, and buffs for them and their allies. There type of magic comes from the usage of there own or other friendly souls around them, and transform their energy to be effective for their spells. They are often seen using thuribles as to aid them in casting, but are not usually necessary to practice the magic in general.

Zecarayus himself was reborn into this style of magic, his soul finding host into a shell made for the casting of this magic. Along with his experience in spiritual based magics, he has quickly picked up the basics of this magic. He still however has a lot to learn, along with getting use to the idea of being dead.

Strengths:- This magic while main goal is survivability and support, it doesn’t sacrifice it’s offensive edge- By taking advantage of opportunities at the right time, the effectiveness of this magic can quickly escalate-Zecarayus is no longer considered alive but not undead either, this kind of status has given him a few advantages

Weaknesses:- The users support aspects towards allies often require a sacrifice by the user in one way or another- The user has to observe the battle and wait for the right moments to use there magic, otherwise it can put them in worse situations than before-Zecarayus also has a few disadvantages with his new body, not to mention metal slayers are a very real threat for him-The user’s aspect of sacrificing themselves for their allies can prove fatal to them if they take on more than what they can actually take

Lineage:

Gold rush:

Gold RushDescription: Centuries ago, a tribe came to Fiore from a continent that is so incredibly far away that to this day those who ventured to find it have failed; the tribe members claimed to have come from a place called "Egypt". Wherever the tribe went, they prospered beyond belief; to each country and continent they went to, they rose to become the most powerful group of people there. Eventually, they were captured by all dark guilds at the time for their fortune and ability to prosper, and when the tribe refused to cooperate, they were all killed. Luckily, some were not captured, so your bloodline still lives on today. However, you must be wondering - "How did they do it?". Well, it's quite simple.

The tribe from Egypt, which were known as Egyptians, were cast away from their homeland by raiders with absolutely nothing. An Egyptian goddess, who was saddened by what could potentially happen to her people, cast a powerful spell over the tribe to make them the luckiest people on the planet (literally!). Because of this, the tribe was able to find a significant more amount of jewels, items to sell, and they were said to be so lucky that they could even cheat death and danger; of course, that wasn't the case when they were completely obliterated...Ability: The user is given 3 passive abilities and 2 active abilities, though they can only ever choose one ability from the passive and active parts of this lineage. Whenever going on a job, the user must always pick from one of the following abilities:* Increase your own jewel reward by 100%* Find a custom weapon, item, or armor (rank depends on the difficulty of the job; you get to choose the type of item)* Increase the jewel reward of you and ONE other participant of the job by 50%The user's active ability are the following:* The user is able to sacrifice their EXP gained from jobs for additional jewels* The user's luck will become at its peak (as though you needed any more...) and will now have great things overall happen to them. This ranges from getting a simple kiss from that one special person, to having your opponent stumble, causing them to, even if narrowly, miss the direction they were sending their spell at.Usage: Lineage has three passive abilities and two active abilities; you MUST pick one of the passive abilities at the start of any job. The second active ability of this lineage can only be used once per thread, with a duration of 4 posts; again, you can only pick pick one of the two active abilities.

Whenever the second passive ability of this lineage is used, the rank of the weapon/item/armor is found at the following job ranks:* D-Rank: Nothing* C-Rank: Strong* B-Rank: Strong+* A-Rank: Strong+* S-Rank: Legendary* SS-Rank: Legendary+* 10Y: Legendary+* 100Y: Artifact

Passive: Shields/barrier like spells and effects that apply to the user do not decay over time. This only applies to how much damage they can block/absorb before breaking, any other effects tied to the shield effect wears off as usual, and the limit of the amount of shielding is equivalent to 2x of the user's own rank in normal spell damage.

golem made:

Passive: The user is not considered alive due to how they are made essentially up of cloth and metal, organized with runes to allow the user’s mana and soul to exist in it. Not only is the user not considered alive and nor undead, but there movements have been enhanced by mana to where they can perform feats that would be hard for a living body to perform(EX. Propel themselves on the side or up a wall without need for grip or jump up to 12 feet into the air using pure momentum). The empowered movement is limited to a human like figure, meaning flying or rapid digging are not possible still. The user also will only feel pain if a effect would attack there mana or soul(effects that inflict pain regardless of what the target is are assumed to target the user's soul unless said otherwise in regards to this user), and if they run out of mana it would prevent the body from moving until it can be replenished. If the health is sent to 0 of the golem, then it will deteriorate to metal and cloth scraps, making it useless for the rest of the thread without help from another source to reconstruct it and would offer no evidence of what it once was. Finally while the user has strong enough mana flow to prevent total consumption, metal slayers may be able to feed bits and pieces off of the user.

Sadistic:

Passive: Whenever a debuffing effect from the user lands on a enemy, the user gains shield that blocks a certain amount of damage before breaking. This ability can stack multiple times from hitting multiple enemies or the same one multiple times, but hits a maximum value.

Numbers: The user gains 25% of their rank’s spell damage as shield for every enemy they are able to hit with a debuffing spell/effect. This is maxed out to 200% normal spell rank damage of the user's rank.

Spells:

D rank:

Name: CaughtRank: DType: Hard CC, debuffDuration: 1 postCooldown: 2 postsDescription: The user materializes a black chain in there casting hand and lashes out with toward a target. The max range is five meters, and if it lands on a target it will deal 75% D-rank spell damage and limit the target’s movement to 1 meter diameter area of where they were struck for the next post.

Strengths:-Hard acting CC spell-Can stop pursuit or make a target easier to hit-Its close range means that this spell will have better chances of landing

Weaknesses:-The CC does not stop them completely from acting out as long it does not go beyond the limitation-Targets who can strike easily from long range may not be as hindered compared to others-Its close range means, the user has to be close ranged to the intended target if they want this to work-C-ranked targets may be CC’d initially, but if they possess the strength/magic power then they can break the CC early, for higher ranking targets it is likely they can ignore the CC effect over all.

Name: DisarrayRank: DType: CC/debuff AoEDuration: 1 postCooldown: 2 postsDescription: The user with there casting hand sends out a wave of concentrated magic outward in a direction by five meters as a ghastly blue mist. Those caught in it will find their senses in disarray, being unable to hear, see, or sense any magic unless right next to them for the next post. Strengths:- quick casting - Can affect multiple enemies at once- Can affect both non-magical and magical opponents

Weaknesses:- Does no damage on its own- The dissaraying effects does not completely remove senses for the duration- Is in a set direction once cast- C-ranked targets may only be affected for a moment, higher ranking targets may not be affected at all

Name: SalvationRank: DType: MobilityDuration: 1 postCooldown: 2 postsDescription: The user materializes there thurible and launches in any direction up to ten meters. Where it lands it will begin to emit a blue illuminating mist leaking out from it to the surrounding area. With this, the user can communicate with anyone around the thurible that is in hearing distance, and a ally can choose to grab this. The user can see who is grabbing it, and if fine with it then they can pull the ally right to where they are in a quick movement. During the time that an ally is being moved by this effect, they themselves are unaffected by effects that would stop them including obstacles as the ally would become ethereal. If the user moves more than 15 meters away from the thurible, then it will disappear. Strengths:- Allows a escape or movement from one area or another- Can allow for communication - The user is able to pull back regardless of how heavy or light there ally may be

Weaknesses:- The thurible itself can be blocked off from a ally - The user could be pulling a ally into a worse situation than before- A ally while unable to be stopped during this movement can still be hurt during the move by well timed attacks- The user if moved too far from the thurible location can cause it to suddenly disappear

Name: LashingRank: DType: OffensiveDuration: InstantCooldown: 2 postsDescription: The user materialize a black magical chain before lashing out with it, deal normal D-rank spell damage with it. The maximum range is 5 meters, but the speed and force behind is enough to not only knock those hit by it 3 feet away, but it can possibly deflect or parry a incoming spell that is of the same strength as this one.

Strengths:- The spell is a quick cast with often instantaneous results- The move has potential to create space and possibly interrupt another- The spell is hardy and fast, which can allow for deflection of some incoming attacks/spells

Weaknesses:- The spell is short ranged- A prepared target can also stand firm or even dodge this cast- Not all spells can be deflected or parried with this one, and is limited to projectile based attacks/spells of same rank-Higher ranking targets have better chances of shrugging off the hit the higher rank they are compared to this spell’s rank

for later:

List of Spell Fusions:(Locked until B rank)(List your Spell Fusions here, name them, category them, have them make sense, and most importantly make them shiny!)

Name Name of the Spell )Rank: (What rank is your spell? H, S, A, B, C, or D)Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)Fused Spells(What Spells Went into the Fusion and their Ranks?)Description:Duration:Cooldown:Strengths:Weaknesses:

Last edited by weretiger5411 on Wed 3 Jan - 1:10; edited 2 times in total

___________________________________________________________________"Those who do not fear power, are too easily destroyed by it."

"Humans are the biggest monsters. How else can you explain a dragon's need to burn down their homes, a demon's need to slaughter them, or a god's attempt at brainwashing them to devote loyalty? It is because we have the greatest chance to destroy them with whatever else gets in our way, and slayers are not the only method how."-Zecarayus Trevelean

Primary Magic: Shepard of the lost, harrowSecondary Magic: NACaster or Holder: CasterDescription: This magic is not intended for everyone. For not all are able to bear the patience and responsibility that is looking over those who look up to you for help, protection. Not to mention the knowledge needed for the main type of this magic to utilize, the energy of spirits. This is the role of a mage who has this magic, a shepherd to guide or help those who travel with them. The importance of the idea behind this makes this a well respected magic. But is considered rare due to the high risk of death that accompanies this magic of constantly being thrown into the fray, and as such most users are not expected to live to old age.

The harrow variant of this magic comes from a cult who believed in three virtues; Salvation through sacrifice, redemption through vengeance, ascension through defiance. The mages in this cult practice a more harmful style of SOTL, by hurting themselves voluntarily they are able to maintain damage, survivability, and buffs for them and their allies. There type of magic comes from the usage of there own or other friendly souls around them, and transform their energy to be effective for their spells. They are often seen using thuribles as to aid them in casting, but are not usually necessary to practice the magic in general.

Zecarayus himself was reborn into this style of magic, his soul finding host into a shell made for the casting of this magic. Along with his experience in spiritual based magics, he has quickly picked up the basics of this magic. He still however has a lot to learn, along with getting use to the idea of being dead.

Strengths:- This magic while main goal is survivability and support, it doesn’t sacrifice it’s offensive edge- By taking advantage of opportunities at the right time, the effectiveness of this magic can quickly escalate-Zecarayus is no longer considered alive but not undead either, this kind of status has given him a few advantages

Weaknesses:- The users support aspects towards allies often require a sacrifice by the user in one way or another- The user has to observe the battle and wait for the right moments to use there magic, otherwise it can put them in worse situations than before-Zecarayus also has a few disadvantages with his new body, not to mention metal slayers are a very real threat for him-The user’s aspect of sacrificing themselves for their allies can prove fatal to them if they take on more than what they can actually take

Lineage:

Gold rush:

Gold RushDescription: Centuries ago, a tribe came to Fiore from a continent that is so incredibly far away that to this day those who ventured to find it have failed; the tribe members claimed to have come from a place called "Egypt". Wherever the tribe went, they prospered beyond belief; to each country and continent they went to, they rose to become the most powerful group of people there. Eventually, they were captured by all dark guilds at the time for their fortune and ability to prosper, and when the tribe refused to cooperate, they were all killed. Luckily, some were not captured, so your bloodline still lives on today. However, you must be wondering - "How did they do it?". Well, it's quite simple.

The tribe from Egypt, which were known as Egyptians, were cast away from their homeland by raiders with absolutely nothing. An Egyptian goddess, who was saddened by what could potentially happen to her people, cast a powerful spell over the tribe to make them the luckiest people on the planet (literally!). Because of this, the tribe was able to find a significant more amount of jewels, items to sell, and they were said to be so lucky that they could even cheat death and danger; of course, that wasn't the case when they were completely obliterated...Ability: The user is given 3 passive abilities and 2 active abilities, though they can only ever choose one ability from the passive and active parts of this lineage. Whenever going on a job, the user must always pick from one of the following abilities:* Increase your own jewel reward by 100%* Find a custom weapon, item, or armor (rank depends on the difficulty of the job; you get to choose the type of item)* Increase the jewel reward of you and ONE other participant of the job by 50%The user's active ability are the following:* The user is able to sacrifice their EXP gained from jobs for additional jewels* The user's luck will become at its peak (as though you needed any more...) and will now have great things overall happen to them. This ranges from getting a simple kiss from that one special person, to having your opponent stumble, causing them to, even if narrowly, miss the direction they were sending their spell at.Usage: Lineage has three passive abilities and two active abilities; you MUST pick one of the passive abilities at the start of any job. The second active ability of this lineage can only be used once per thread, with a duration of 4 posts; again, you can only pick pick one of the two active abilities.

Whenever the second passive ability of this lineage is used, the rank of the weapon/item/armor is found at the following job ranks:* D-Rank: Nothing* C-Rank: Strong* B-Rank: Strong+* A-Rank: Strong+* S-Rank: Legendary* SS-Rank: Legendary+* 10Y: Legendary+* 100Y: Artifact

Passive: Shields/barrier like spells and effects that apply to the user do not decay over time. This only applies to how much damage they can block/absorb before breaking, any other effects tied to the shield effect wears off as usual, and the limit of the amount of shielding is equivalent to 1x(increases by 1 per rank beyond D) the user's original max health.

This needs to cap at only 2 hits of user-ranked damage as you cannot extend your health that much using shields that should have worn off.

golem made:

Passive: The user is not considered alive due to how they are made essentially up of cloth and metal, organized with runes to allow the user’s mana and soul to exist in it. Not only is the user not considered alive and nor undead, but there movements have been enhanced by mana to where they can perform feats that would be hard for a living body to perform(EX. Propel themselves on the side or up a wall without need for grip or jump up to 12 feet into the air using pure momentum). The empowered movement is limited to a human like figure, meaning flying or rapid digging are not possible still. The user also will feel pain if a effect would attack there mana or soul, and if they run out of mana it would prevent the body from moving until it can be replenished. If the health is sent to 0 of the golem, then it will deteriorate to metal and cloth scraps, making it useless for the rest of the thread without help from another source to reconstruct it and would offer no evidence of what it once was. Finally, while the user does not suffer from status effects both positive or negative from being made out of metal, they can still be fed on by metal slayers.

Complete immunities are not allowed on the site so I will need you to change the immunity to status effects into resistances.

Sadistic:

Passive: Whenever a debuffing effect from the user lands on a enemy, the user gains shield that blocks a certain amount of damage before breaking. This ability can stack multiple times from hitting multiple enemies or the same one multiple times, but hits a maximum value.

Numbers: The user gains 25% of their rank’s spell damage as shield for every enemy they are able to hit with a debuffing spell/effect. This is maxed out to 100%(increases by 100% per rank beyond D) normal spell rank damage of the user's rank.

This must cap at 200% as you can only have shield equivalent to two ranked spells.

Spells:

D rank:

Name: CaughtRank: DType: Hard CC, debuffDuration: 1 postCooldown: 2 postsDescription: The user materializes a black chain in there casting hand and lashes out with toward a target. The max range is five meters, and if it lands on a target it will deal normal D-rank spell damage and limit the target’s movement to 1 meter diameter area of where they were struck for the next post.

Strengths:-Hard acting CC spell-Can stop pursuit or make a target easier to hit-Its close range means that this spell will have better chances of landing

Weaknesses:-The CC does not stop them completely from acting out as long it does not go beyond the limitation-Targets who can strike easily from long range may not be as hindered compared to others-Its close range means, the user has to be close ranged to the intended target if they want this to work-C-ranked targets may be CC’d initially, but if they possess the strength/magic power then they can break the CC early, for higher ranking targets it is likely they can ignore the CC effect over all.

You can either reduce the damage of the spell slightly to make it so that it's justified in having a C-Rank be CC'd initially, otherwise, you need to state that ranks higher than the spell will not be CC'd and simply just take the damage.

Name: DisarrayRank: DType: CC/debuff AoEDuration: 1 postCooldown: 2 postsDescription: The user with there casting hand sends out a wave of concentrated magic outward in a direction by five meters as a ghastly blue mist. Those caught in it will find their senses in disarray, being unable to hear, see, or sense any magic unless right next to them for the next post. Strengths:- quick casting - Can affect multiple enemies at once- Can affect both non-magical and magical opponents

Weaknesses:- Does no damage on its own- The dissaraying effects does not completely remove senses for the duration- Is in a set direction once cast- C-ranked targets may only be affected for a moment, higher ranking targets may not be affected at all

Name: SalvationRank: DType: MobilityDuration: 1 postCooldown: 2 postsDescription: The user materializes there thurible and launches in any direction up to ten meters. Where it lands it will begin to emit a blue illuminating mist leaking out from it to the surrounding area. With this, the user can communicate with anyone around the thurible that is in hearing distance, and a ally can choose to grab this. The user can see who is grabbing it, and if fine with it then they can pull the ally right to where they are in a quick movement. During the time that an ally is being moved by this effect, they themselves are unaffected by effects that would stop them including obstacles as the ally would become ethereal. If the user moves more than 15 meters away from the thurible, then it will disappear. Strengths:- Allows a escape or movement from one area or another- Can allow for communication - The user is able to pull back regardless of how heavy or light there ally may be

Weaknesses:- The thurible itself can be blocked off from a ally - The user could be pulling a ally into a worse situation than before- A ally while unable to be stopped during this movement can still be hurt during the move by well timed attacks- The user if moved too far from the thurible location can cause it to suddenly disappear

Name: LashingRank: DType: OffensiveDuration: InstantCooldown: 2 postsDescription: The user materialize a black magical chain before lashing out with it, deal normal D-rank spell damage with it. The maximum range is 5 meters, but the speed and force behind is enough to not only knock those hit by it 3 feet away, but it can possibly deflect or parry a incoming spell that is of the same strength as this one.

Strengths:- The spell is a quick cast with often instantaneous results- The move has potential to create space and possibly interrupt another- The spell is hardy and fast, which can allow for deflection of some incoming attacks/spells

Weaknesses:- The spell is short ranged- A prepared target can also stand firm or even dodge this cast- Not all spells can be deflected or parried with this one, and is limited to projectile based attacks/spells of same rank-Higher ranking targets have better chances of shrugging off the hit the higher rank they are compared to this spell’s rank

for later:

List of Spell Fusions:(Locked until B rank)(List your Spell Fusions here, name them, category them, have them make sense, and most importantly make them shiny!)

Name Name of the Spell )Rank: (What rank is your spell? H, S, A, B, C, or D)Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)Fused Spells(What Spells Went into the Fusion and their Ranks?)Description:Duration:Cooldown:Strengths:Weaknesses:

Edits have been made with a small change for the middle UA, so b-bump!

___________________________________________________________________"Those who do not fear power, are too easily destroyed by it."

"Humans are the biggest monsters. How else can you explain a dragon's need to burn down their homes, a demon's need to slaughter them, or a god's attempt at brainwashing them to devote loyalty? It is because we have the greatest chance to destroy them with whatever else gets in our way, and slayers are not the only method how."-Zecarayus Trevelean

Primary Magic: Shepard of the lost, harrowSecondary Magic: NACaster or Holder: CasterDescription: This magic is not intended for everyone. For not all are able to bear the patience and responsibility that is looking over those who look up to you for help, protection. Not to mention the knowledge needed for the main type of this magic to utilize, the energy of spirits. This is the role of a mage who has this magic, a shepherd to guide or help those who travel with them. The importance of the idea behind this makes this a well respected magic. But is considered rare due to the high risk of death that accompanies this magic of constantly being thrown into the fray, and as such most users are not expected to live to old age.

The harrow variant of this magic comes from a cult who believed in three virtues; Salvation through sacrifice, redemption through vengeance, ascension through defiance. The mages in this cult practice a more harmful style of SOTL, by hurting themselves voluntarily they are able to maintain damage, survivability, and buffs for them and their allies. There type of magic comes from the usage of there own or other friendly souls around them, and transform their energy to be effective for their spells. They are often seen using thuribles as to aid them in casting, but are not usually necessary to practice the magic in general.

Zecarayus himself was reborn into this style of magic, his soul finding host into a shell made for the casting of this magic. Along with his experience in spiritual based magics, he has quickly picked up the basics of this magic. He still however has a lot to learn, along with getting use to the idea of being dead.

Strengths:- This magic while main goal is survivability and support, it doesn’t sacrifice it’s offensive edge- By taking advantage of opportunities at the right time, the effectiveness of this magic can quickly escalate-Zecarayus is no longer considered alive but not undead either, this kind of status has given him a few advantages

Weaknesses:- The users support aspects towards allies often require a sacrifice by the user in one way or another- The user has to observe the battle and wait for the right moments to use there magic, otherwise it can put them in worse situations than before-Zecarayus also has a few disadvantages with his new body, not to mention metal slayers are a very real threat for him-The user’s aspect of sacrificing themselves for their allies can prove fatal to them if they take on more than what they can actually take

Lineage:

Gold rush:

Gold RushDescription: Centuries ago, a tribe came to Fiore from a continent that is so incredibly far away that to this day those who ventured to find it have failed; the tribe members claimed to have come from a place called "Egypt". Wherever the tribe went, they prospered beyond belief; to each country and continent they went to, they rose to become the most powerful group of people there. Eventually, they were captured by all dark guilds at the time for their fortune and ability to prosper, and when the tribe refused to cooperate, they were all killed. Luckily, some were not captured, so your bloodline still lives on today. However, you must be wondering - "How did they do it?". Well, it's quite simple.

The tribe from Egypt, which were known as Egyptians, were cast away from their homeland by raiders with absolutely nothing. An Egyptian goddess, who was saddened by what could potentially happen to her people, cast a powerful spell over the tribe to make them the luckiest people on the planet (literally!). Because of this, the tribe was able to find a significant more amount of jewels, items to sell, and they were said to be so lucky that they could even cheat death and danger; of course, that wasn't the case when they were completely obliterated...Ability: The user is given 3 passive abilities and 2 active abilities, though they can only ever choose one ability from the passive and active parts of this lineage. Whenever going on a job, the user must always pick from one of the following abilities:* Increase your own jewel reward by 100%* Find a custom weapon, item, or armor (rank depends on the difficulty of the job; you get to choose the type of item)* Increase the jewel reward of you and ONE other participant of the job by 50%The user's active ability are the following:* The user is able to sacrifice their EXP gained from jobs for additional jewels* The user's luck will become at its peak (as though you needed any more...) and will now have great things overall happen to them. This ranges from getting a simple kiss from that one special person, to having your opponent stumble, causing them to, even if narrowly, miss the direction they were sending their spell at.Usage: Lineage has three passive abilities and two active abilities; you MUST pick one of the passive abilities at the start of any job. The second active ability of this lineage can only be used once per thread, with a duration of 4 posts; again, you can only pick pick one of the two active abilities.

Whenever the second passive ability of this lineage is used, the rank of the weapon/item/armor is found at the following job ranks:* D-Rank: Nothing* C-Rank: Strong* B-Rank: Strong+* A-Rank: Strong+* S-Rank: Legendary* SS-Rank: Legendary+* 10Y: Legendary+* 100Y: Artifact

Passive: Shields/barrier like spells and effects that apply to the user do not decay over time. This only applies to how much damage they can block/absorb before breaking, any other effects tied to the shield effect wears off as usual, and the limit of the amount of shielding is equivalent to 2x of the user's own rank in normal spell damage.

golem made:

Passive: The user is not considered alive due to how they are made essentially up of cloth and metal, organized with runes to allow the user’s mana and soul to exist in it. Not only is the user not considered alive and nor undead, but there movements have been enhanced by mana to where they can perform feats that would be hard for a living body to perform(EX. Propel themselves on the side or up a wall without need for grip or jump up to 12 feet into the air using pure momentum). The empowered movement is limited to a human like figure, meaning flying or rapid digging are not possible still. The user also will only feel pain if a effect would attack there mana or soul(effects that inflict pain regardless of what the target is are assumed to target the user's soul unless said otherwise in regards to this user), and if they run out of mana it would prevent the body from moving until it can be replenished. If the health is sent to 0 of the golem, then it will deteriorate to metal and cloth scraps, making it useless for the rest of the thread without help from another source to reconstruct it and would offer no evidence of what it once was. Finally while the user has strong enough mana flow to prevent total consumption, metal slayers may be able to feed bits and pieces off of the user.

Sadistic:

Passive: Whenever a debuffing effect from the user lands on a enemy, the user gains shield that blocks a certain amount of damage before breaking. This ability can stack multiple times from hitting multiple enemies or the same one multiple times, but hits a maximum value.

Numbers: The user gains 25% of their rank’s spell damage as shield for every enemy they are able to hit with a debuffing spell/effect. This is maxed out to 200% normal spell rank damage of the user's rank.

Spells:

D rank:

Name: CaughtRank: DType: Hard CC, debuffDuration: 1 postCooldown: 2 postsDescription: The user materializes a black chain in there casting hand and lashes out with toward a target. The max range is five meters, and if it lands on a target it will deal 75% D-rank spell damage and limit the target’s movement to 1 meter diameter area of where they were struck for the next post.

Strengths:-Hard acting CC spell-Can stop pursuit or make a target easier to hit-Its close range means that this spell will have better chances of landing

Weaknesses:-The CC does not stop them completely from acting out as long it does not go beyond the limitation-Targets who can strike easily from long range may not be as hindered compared to others-Its close range means, the user has to be close ranged to the intended target if they want this to work-C-ranked targets may be CC’d initially, but if they possess the strength/magic power then they can break the CC early, for higher ranking targets it is likely they can ignore the CC effect over all.

Name: DisarrayRank: DType: CC/debuff AoEDuration: 1 postCooldown: 2 postsDescription: The user with there casting hand sends out a wave of concentrated magic outward in a direction by five meters as a ghastly blue mist. Those caught in it will find their senses in disarray, being unable to hear, see, or sense any magic unless right next to them for the next post. Strengths:- quick casting - Can affect multiple enemies at once- Can affect both non-magical and magical opponents

Weaknesses:- Does no damage on its own- The dissaraying effects does not completely remove senses for the duration- Is in a set direction once cast- C-ranked targets may only be affected for a moment, higher ranking targets may not be affected at all

Name: SalvationRank: DType: MobilityDuration: 1 postCooldown: 2 postsDescription: The user materializes there thurible and launches in any direction up to ten meters. Where it lands it will begin to emit a blue illuminating mist leaking out from it to the surrounding area. With this, the user can communicate with anyone around the thurible that is in hearing distance, and a ally can choose to grab this. The user can see who is grabbing it, and if fine with it then they can pull the ally right to where they are in a quick movement. During the time that an ally is being moved by this effect, they themselves are unaffected by effects that would stop them including obstacles as the ally would become ethereal. If the user moves more than 15 meters away from the thurible, then it will disappear. Strengths:- Allows a escape or movement from one area or another- Can allow for communication - The user is able to pull back regardless of how heavy or light there ally may be

Weaknesses:- The thurible itself can be blocked off from a ally - The user could be pulling a ally into a worse situation than before- A ally while unable to be stopped during this movement can still be hurt during the move by well timed attacks- The user if moved too far from the thurible location can cause it to suddenly disappear

Name: LashingRank: DType: OffensiveDuration: InstantCooldown: 2 postsDescription: The user materialize a black magical chain before lashing out with it, deal normal D-rank spell damage with it. The maximum range is 5 meters, but the speed and force behind is enough to not only knock those hit by it 3 feet away, but it can possibly deflect or parry a incoming spell that is of the same strength as this one.

Strengths:- The spell is a quick cast with often instantaneous results- The move has potential to create space and possibly interrupt another- The spell is hardy and fast, which can allow for deflection of some incoming attacks/spells

Weaknesses:- The spell is short ranged- A prepared target can also stand firm or even dodge this cast- Not all spells can be deflected or parried with this one, and is limited to projectile based attacks/spells of same rank-Higher ranking targets have better chances of shrugging off the hit the higher rank they are compared to this spell’s rank

for later:

List of Spell Fusions:(Locked until B rank)(List your Spell Fusions here, name them, category them, have them make sense, and most importantly make them shiny!)

Name Name of the Spell )Rank: (What rank is your spell? H, S, A, B, C, or D)Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)Fused Spells(What Spells Went into the Fusion and their Ranks?)Description:Duration:Cooldown:Strengths:Weaknesses: